Jimjar

Description:

Small humanoid (svirfneblin)
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Armor Class 12
Hit Points 27 (6d8)
Speed 25 ft.
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Str 10 (0), Dex 15 (2), Con 10 (0), Int 12 (1), Wis 14 (2), Cha 16 (3)
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Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses darkvision 60 ft., passive Perception 16
Languages Common, Gnomish
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Cunning Action. On each of his turns, Jimjar can use a bonus action to take the Dash, Disengage, or Hide action.

Gnome Cunning. Jimjar has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Sneak Attack (1/Turn). Jimjar deals an extra 2d6 damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Actions
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Multiattack. Jimjar makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.

Bio:

​Jimjar is a feckless rogue with a devil-may-care attitude, a fondness for coin, and an obsession with betting on virtually anything and everything.​

Jimjar

Out of the Abyss Xaryon